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Variant Barbarians?

Posted: Fri Feb 23, 2007 6:26 am
by Dragonhelm
Hey, guys, I'm looking for some variant barbarians out there, preferably ones where their rage abilities confer a bonus to Str and Con (and HP as well).

Thanks in advance.
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Posted: Fri Feb 23, 2007 6:58 am
by BASH MAN
Just change the primal fury to state that the barbarian's STR and CON are both raised by 3 instead of making it a flat melee dmg bonus.
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Posted: Fri Feb 23, 2007 12:33 pm
by serleran
So, you want the d20 barbarian. That's easy. During a rage, a barbarian gains a +1 Strength and Con bonus, per 5 levels attained (this ability grants a +1 until 5th, and then a +2 from 5th-9th, and so on.) Additionally, due to the increase of Constitution, a barbarian gains a number of temporary HP equal to their flat rate (5 hp) per point of increased Constitution.

Posted: Fri Feb 23, 2007 1:12 pm
by Dragonhelm
BASH MAN wrote:
Just change the primal fury to state that the barbarian's STR and CON are both raised by 3 instead of making it a flat melee dmg bonus.

That sounds good.
serleran wrote:
So, you want the d20 barbarian. That's easy. During a rage, a barbarian gains a +1 Strength and Con bonus, per 5 levels attained (this ability grants a +1 until 5th, and then a +2 from 5th-9th, and so on.) Additionally, due to the increase of Constitution, a barbarian gains a number of temporary HP equal to their flat rate (5 hp) per point of increased Constitution.

I wasn't thinking the d20 barbarian so much as the 1e Unearthed Arcana barbarian (and I may be remembering it wrong). But yeah, that's the gist I was going for.

Thanks for the suggestions, guys. I'd still be interested in seeing other variant barbarians too.
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Posted: Fri Feb 23, 2007 1:50 pm
by Jason Vey
Well, on my site, in the "New character classes and races" PDF, I have several barbarian variants (and a monk variant as well).
http://www.grey-elf.com/candc/

Posted: Fri Feb 23, 2007 2:08 pm
by anglefish
Here are some more barbarian ideas:
Quote:
From Hypertext d20 SRD:

(http://www.d20srd.org/)

Variant Character Classes

This section variant versions of the standard character classes, along with several additional variants created by swapping one or more class features for features of other classes.

Each fully detailed variant has entries for one or more of the following topics. If an entry does not appear, use the material for the standard class.

Alignment

Changes to the class's alignment restrictions.

Hit Die

Changes to the class's Hit Die.

Base Attack Bonus

If the class uses a different base attack bonus, this entry gives the column to use (good, average, or poor).

Base Save Bonuses

If the class has a different mix of good and poor saves, this entry gives the appropriate column for each save.

Class Skills

Additions or subtractions from the class skill list, and/or changes in the number of skill points gained per level.

Class Features

Changes, additions, or subtractions to the class's special features, including spellcasting.

Barbarian Variant: Totem Barbarian

In a barbarian-heavy campaign, you can increase the variation between barbarian characters if each barbarian tribe dedicates itself to a different totem creature, such as the bear or the jaguar. The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe).

If you use this variant, the barbarian loses one or more of the following standard class features: fast movement, uncanny dodge, trap sense, and improved uncanny dodge. In place of these abilities, the barbarian gains class features as determined by his totem. All totems do not necessarily grant abilities at the same levels, nor do they all grant the same number of abilities. These class features are extraordinary abilities unless otherwise indicated.

The list of totems discussed here is by no means exhaustive. If you prefer to use other totems, you can either substitute the totem name for that of a similar creature (such as changing the Lion Totem to the Tiger Totem) or create a new set of totem abilities, using the information here as a guide.

Ape Totem Class Features

A barbarian dedicated to the ape totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

At 1st level, an ape-totem barbarian gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval). For instance, a human, elf, half-elf, or half-orc ape-totem barbarian has a climb speed of 15 feet, while a dwarf, gnome, or halfling ape-totem barbarian has a climb speed of 10 feet.

At 2nd level, an ape-totem barbarian gains a +2 bonus on Intimidate checks.

A 3rd level ape-totem barbarian gains Power Attack as a bonus feat.

At 5th level, an ape-totem barbarian's climb speed equals his base land speed.

Bear Totem Class Features

A barbarian dedicated to the bear totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

A 1st-level bear-totem barbarian gains Toughness as a bonus feat.

At 2nd level, a bear-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.

A 3rd-level bear-totem barbarian gains Great Fortitude as a bonus feat.

Beginning at 5th level, a bear-totem barbarian gains a +4 bonus on grapple checks when raging.

Boar Totem Class Features

A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.

At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.

Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.

Dragon Totem Class Features

A barbarian dedicated to the dragon totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

A 1st-level dragon-totem barbarian gains Blind-Fight as a bonus feat.

At 2nd level, a dragon-totem barbarian gains a +2 bonus on saves against paralysis and sleep effects.

At 5th level, a dragon-totem barbarian gains the frightful presence ability. The save DC is equal to 10 + 1/2 barbarian level + barbarian's Cha modifier.

Eagle Totem Class Features

A barbarian dedicated to the eagle totem does not gain the standard fast movement and trap sense barbarian class features, and instead gains the following abilities.

At 1st level, an eagle-totem barbarian's keen vision grants him a +2 bonus on Spot checks.

An eagle-totem barbarian gains Lightning Reflexes as a bonus feat at 3rd level.

Horse Totem Class Features

A barbarian dedicated to the horse totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

At 2nd level, a horse-totem barbarian gains Run as a bonus feat.

A 3rd-level horse-totem barbarian gains a +2 bonus on Handle Animal checks made with regard to horses and a +2 bonus on Ride checks made to ride a horse.

At 5th level, a horse-totem barbarian gains Endurance as a bonus feat.

Jaguar Totem Class Features

A barbarian dedicated to the jaguar totem represents the "standard" barbarian and gains the standard barbarian class features.

Lion Totem Class Features

A barbarian dedicated to the lion totem does not gain the standard fast movement, uncanny dodge, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

At 1st level, a lion-totem barbarian gains Run as a bonus feat.

A 2nd-level lion-totem barbarian gains a +2 bonus on Hide checks.

A 5th-level lion-totem barbarian gains a +2 bonus on damage rolls whenever he charges.

Serpent Totem Class Features

A barbarian dedicated to the serpent totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

At 1st level, a serpent-totem barbarian gains a +2 bonus on Fortitude saves against poison.

A 2nd-level serpent-totem barbarian gains a +2 bonus on Move Silently checks.

At 3rd level, a serpent-totem barbarian gains Improved Grapple as a bonus feat, even if he doesn't meet the normal prerequisites.

A serpent-totem barbarian gains Improved Initiative as a bonus feat at 5th level.

Wolf Totem Class Features

A barbarian dedicated to the wolf totem does not gain the standard uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

A 2nd-level wolf-totem barbarian gains Improved Trip as a bonus feat, even if he doesn't meet the normal prerequisites.

A 5th-level wolf-totem barbarian gains Track as a bonus feat.

Posted: Fri Feb 23, 2007 3:45 pm
by Fizz
Quote:
I wasn't thinking the d20 barbarian so much as the 1e Unearthed Arcana barbarian (and I may be remembering it wrong). But yeah, that's the gist I was going for.

Well, the 1e Barbarian didn't have a rage, so... heh.

An increase in attribute scores has the problem that the modifiers don't scale linearly. A +3 bonus to attributes gives a Str 12 barbarian effectively a +1, but a a str 18 barbarian would get an effective +2.

This may put excessive burden on stats, since there would be a lot of tempatation to number crunch and not get screwed over.

-Fizz

Posted: Fri Feb 23, 2007 4:03 pm
by anglefish
Fizz wrote:
An increase in attribute scores has the problem that the modifiers don't scale linearly. A +3 bonus to attributes gives a Str 12 barbarian effectively a +1, but a a str 18 barbarian would get an effective +2.

This may put excessive burden on stats, since there would be a lot of tempatation to number crunch and not get screwed over.

-Fizz

I've just been giving straight attribute bonuses in cases like this.

Posted: Fri Feb 23, 2007 4:56 pm
by Fizz
anglefish wrote:
I've just been giving straight attribute bonuses in cases like this.

What do you mean? It's the straight bonus to an attribue that causes this problem.

Or do you mean you're giving a straight bonus to all Strength checks? That would make more sense.

-Fizz

Posted: Fri Feb 23, 2007 4:57 pm
by Dragonhelm
Fizz wrote:
Well, the 1e Barbarian didn't have a rage, so... heh.

It's been a long time, admittedly. I figured I misremembered it.
So yeah, a C&C version of the 3e barbarian's rage is what I'm looking at. I had a character back in 2e that had some abilities that were incredibly similar to that, so I'm trying to find a way of reproducing that.
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---DragonHelm--->
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Posted: Fri Feb 23, 2007 5:03 pm
by Fizz
Dragonhelm wrote:
So yeah, a C&C version of the 3e barbarian's rage is what I'm looking at. I had a character back in 2e that had some abilities that were incredibly similar to that, so I'm trying to find a way of reproducing that.

If it was 2nd Ed, it was probably a character with the Berserker kit. Though the Vikings Campaign Sourcebook had a full Berserker class. I can look that up when i get home.

-Fizz

Posted: Fri Feb 23, 2007 5:24 pm
by phadeout
Fizz wrote:
If it was 2nd Ed, it was probably a character with the Berserker kit. Though the Vikings Campaign Sourcebook had a full Berserker class. I can look that up when i get home.

-Fizz

My favorite is (and still is) the Battle Rager from the Complete Dwarves HB.

Posted: Fri Feb 23, 2007 6:04 pm
by Omote
phadeout wrote:
My favorite is (and still is) the Battle Rager from the Complete Dwarves HB.

Ugh... I couldn't beleive how many of my players wanted to be this class kit back in my 2E days. Very popular, very tough.

.....................................Omote

FPQ
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Posted: Fri Feb 23, 2007 11:00 pm
by phadeout
Omote wrote:
Ugh... I couldn't beleive how many of my players wanted to be this class kit back in my 2E days. Very popular, very tough.

.....................................Omote

FPQ

Before or after reading about Thibbledorf Pwent?

In our day, we played them before Pwent, but after that... well, just like certain other character arch-types, they became over played

Posted: Sat Feb 24, 2007 10:33 am
by rabindranath72
Omote wrote:
Ugh... I couldn't beleive how many of my players wanted to be this class kit back in my 2E days. Very popular, very tough.

.....................................Omote

FPQ

Sure sign that the kit was not well balanced. Like the elven bladesinger.

Posted: Sat Feb 24, 2007 11:46 pm
by Maliki
Here is a Berserker class I use to replace the Barbarian IMC
Berserker

Berserkers practice a form of combat where they enter a terrible rage, throwing themselves upon their enemies with no concern for their own survival. Fearlessness combined with their fondness of large two handed weapons, makes the berserker a truly frightening sight to behold.

Primes: Constitution & Strength

Alignment: Any non-lawful

Hit Dice: d12

Weapons: Any (see below)

Armor: Chain shirt, hide, leather, padded, ring mail, studded leather

Shields: None

Abilities: Cleave, Berserker Rage, Increased Rage, Toughened Warrior Powerful Rage

Abilities:

Cleave At first level the Berserker gains the ability to cleave. This is only possible while using a two handed weapon.

Berserker Rage: At 2nd level, the berserker can enter a powerful rage. Once per day, after 1 round of preparation, the berserker can enter a berserker rage. When in a rage, the berserker gains a +2 bonus to hit, +2 to damage, +2 hit points/level, and a +2 to Wisdom saves. However, the berserker suffers a -2 penalty to Armor Class and -2 to Intelligence-related checks. A rage lasts a number of rounds equal to 1 + the characters level. At the end of the rage, the berserker is fatigued (-2 penalty to Strength and Dexterity, -10 feet of movement, and cant run) for the rest of the encounter. During a berserk rage, a berserker is unaware of his hit points. The CK tracks hit point loss until the rage ends. While berserk a berserker must fight until no enemy is standing (within 60 feet.) He will ask for and give no quarter.

Increased Rage: At 8th level, the berserker can enter berserker rage twice per day.

Toughened Warrior: At 10th level, berserkers gain the ability to shrug off damage from physical attacks. Each time a berserker is struck by a weapon or other physical blow, the damage from that attack is reduced by 1 hit point. Damage can be reduced to 1 hit point, but never below 1. This ability does not reduce damage taken from spells, spell-like abilities, illusions, magic items, magically enhanced weapons, poisons, or other non-physical attacks.

Powerful Rage: At 12th level, the to hit, damage, hit point, and Wisdom save bonuses increase to +3 while in berserker rage.

Level BTH XP

1 +0 0

2 +1 2,101

3 +2 4,701

4 +3 9,401

5 +4 20,001

6 +5 40,001

7 +6 80,001

8 +7 170,000

9 +8 340,001

10 +9 600,001

11 +10 800,001

12 +11 1,000,001

+200,000 per level after 12th
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Posted: Sat Feb 24, 2007 11:48 pm
by Maliki
phadeout wrote:
My favorite is (and still is) the Battle Rager from the Complete Dwarves HB.

The Battle Rager was very popular in my group as well.
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Never throw rocks at a man with a Vorpal Sword!

Posted: Mon Feb 26, 2007 5:23 am
by BASH MAN
Dragonhelm wrote:
It's been a long time, admittedly. I figured I misremembered it.
So yeah, a C&C version of the 3e barbarian's rage is what I'm looking at. I had a character back in 2e that had some abilities that were incredibly similar to that, so I'm trying to find a way of reproducing that.

Oh, easy. Just say that primal fury gives a +2 to hit and damage, and +2 temporary HP per level. So a level 5 barbarian gains +2 to hit and dmg and +10 HP. At a higher level, give the barbarians fury an increase to +3 to hit and dmg and +3HP per level, at say 20th level +4.
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Posted: Mon Feb 26, 2007 11:20 am
by Ghul
Here's a barbarian some distinguishing minds may well recognize:
BARBARIAN:
Primal Fury: fatigue effects to last for 30 minutes.
Scale ability (dexterity): as per the C&C ranger.
Survival Ability (wisdom): as per the C&C ranger, but terrain type must be of the barbarians native habitat.
Tracking (wisdom): as per the C&C, but terrain type must be of the barbarians native habitat.
Hide in natural surroundings (dexterity): the barbarian can hide in natural surrounding that are familiar to the barbarian (i.e., native) as per the C&C thiefs hide ability.
Leaping and springing (strength): Barbarians are able to leap up to a maximum distance of 10 feet forward, 3 feet backward, or 3 feet upward from a standing start. If the barbarian is able to move freely and get a running start, they can forward leap 15 feet plus and additional 1d6 feet with a successful strength check.
First Aid (wisdom): With a successful wisdom check, this skill allows the barbarian to bind wounds, set sprains or broken bones. The barbarian immediately regains 1 hit point and thereafter regains hit points at twice the normal rate (2 per day). The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such first aid restores 1 hit point immediately, followed by standard recovery rate.
Outdoor craft (wisdom): The barbarian can identify plants and animals of his natural habitat without having to make a check. With a wisdom check, the barbabrian can also determine direction or predict weather.

Finally a barbarian may select 1-3 of the following tertiary skills depending on the locale or culture from which he originates. This effectively replaces any other background skills that other character classes may have. These include:
Animal handling (wisdom): The barbarian can handle domestic and wild animals. Usualy this is restricted to dogs, but could include wolves, large birds, giant lynxes, etc.
Horsemanship (dexterity): The barbarian is skilled in using his horse in combat as per the C&C knight, though not as skilled (melee penalty -1, ranged penalty -2) or necessarily as able to pull the various trick maneuvers.
Long distance signalling (wisdom): The barbarian is capable of using signalling methods of his native land (drums, smoke, mirror flashes, etc.) to communicate over long distances.
Running (constitution): This skill enables the barbarian to move at full speed (twice the normal movement rate) for no less than three days before having to rest by spending a day moving at normal rate. With a successful constitution check, the babrbarian may resume running again after the day of rest.
Small craft, paddled (wisdom): The barbarian is skilled in the building and use of small canoes and hide boats.
Small craft, rowed (wisdom): the barbarian is skilled in the building of wooden boats and the rowing and/or sailing of these boats.
Sound imitation (charisma): The barbarian with this skill can mimic various sounds, including bird or animal calls, either for the purpose of luring those creatures or for signaling.
Snare building (wisdom): This skill allows the barbarian to construct dead-falls, pits, and other traps for large and even very large animals and like creatures.

Within the WORLD of GREYHAWK setting, there are are several areas that can spawn barbarians. The lands of Frost, Ice, and Snow Barbarians, as well as the Hold of Stnoefist, would be the homeland of barbarians of the Scandanavian/Slavic mold. These characters would employ broad swords and short bows. Horsemanship would be nominal at best, but these barbarians would have running abilities and the skill in small craft, rowed.

Barbarians from the Rovers of the Barrens, Tiger, and Wolf Nomads would be excellent horsemen. The Rovers, being the most barbaric of these groups, would have the tertiary abilities of running, animal handling, paddled small craft, sound imitation, and snare building. Their main weapons would be the club, javelin, and lasso or short bow. Other Nomads from this group wouldwould be most efficient at long distance signaling, and skilled in the use of the lance, scimitar, and composite short bow.

Savages of the Amedio Jungle or Hepmonalandwould have the tertiary abilities of long distance signaling, running, sound immitation, snare building, and possibly paddled small craft. In the Amedio Jungle, the preferred weapons would be the club, blowgun or short bow, and dart or javelin. In Hepmonaland, the typical weapons would be atlatl and javelin, club, and short sword.

Posted: Mon Feb 26, 2007 5:14 pm
by Fizz
Ghul wrote:
Here's a barbarian some distinguishing minds may well recognize:

Heh... with an EP total of 6001 to get to second level, right?
-Fizz

Posted: Mon Feb 26, 2007 6:13 pm
by Ghul
Fizz wrote:
Heh... with an EP total of 6001 to get to second level, right?
-Fizz

Fizz--

Why, of course!
--Ghul

Posted: Mon Mar 05, 2007 1:46 pm
by csperkins1970
Dragonhelm wrote:
I wasn't thinking the d20 barbarian so much as the 1e Unearthed Arcana barbarian (and I may be remembering it wrong). But yeah, that's the gist I was going for.

Thanks for the suggestions, guys. I'd still be interested in seeing other variant barbarians too.

Here is my barbarian variant, which is basically a fusion of the C&C, 1dt edition and 3rd edition barbarian:
THE BARBARIAN
Prime Requisite: Constitution
Hit Die: d12
Alignment: Any non-lawful
Weapons: Any
Armor: Any armor and shield
Abilities: Combat sense, fast movement, resilience, survival, track, berserker rage
Combat Sense: A barbarian has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of sneak attacks against barbarians. Attacks from the flank receive no bonus to hit against a barbarian, though a barbarian still may not use their shield to defend against such attackers, and any bonuses for attacks against a surprised or unaware barbarian are halved. For example, a thief may use the sneak attack ability against an unaware barbarian, but with only a +2 bonus to hit, instead of +4. Likewise a thief may use the sneak attack ability against a surprised barbarian, but with only a +1 bonus to hit, instead of +2.

At 7th level, the barbarian gains improved combat sense and can no longer be sneak attacked when surprised. At 14th level the barbarian gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances.
Note: I combined sneak attack and back attack in my variant rules. Using the core C&C rules, you'd still halve the "to hit" bonuses and would grant immunity to back attacks at 14th level. From 7th level on, you'd halve the damage taken from back attacks.
Fast Movement: The barbarians Movement Rate is 15 (3) faster than is usual for a member of his race so long as he is not wearing heavy armor or carrying more than a light load. As such, a human barbarian would have a 75 (15) Movement Rate while a dwarven barbarian would have a 60 (12) Movement Rate.
Note: Heavy armors are Chainmail, Splint Mail, Banded Mail, Platemail & Full Plate.
Resilience: A barbarians innate toughness and ability to withstand pain and punishment imparts a + 1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and +5 at 20th level.
Survival (Wisdom): As per the C&C Ranger ability
Track: As per the C&C Ranger ability
Berserker Rage: At 4th level, the barbarian gains the ability to call upon a reserve of strength and rage. Barbarians can direct this rage to devastating effect in combat.

It takes 1 round for the barbarian to manifest this rage, and a barbarian can only do it once per day. While enraged the character temporarily gains a +2 bonus to attack rolls and to damage die rolls, a +2 bonus to charisma saves versus fear and charm and +2 hit points per level of barbarian. When the barbarian takes damage these bonus, temporary, hit points are lost first and may not be healed. While enraged, barbarians suffer a 2 penalty to armor class and a 2 penalty on all intelligence-related checks. Enraged barbarians cannot engage in conversation and their communication is limited to battle cries. All of these effects cease at the end of the fury.

Berserker rage lasts for a number of rounds equal to 3 + the characters barbarian level and may be prematurely ended by a barbarian when all of their foes have been defeated. At the end of this rage a barbarian is fatigued (-2 to strength, -2 to dexterity, -15 (3) to Movement Rate) for 1 hour. All temporary hit points that remain after the berserker rage ability ends are lost.

At 8th level, this ability can be used twice per day, increasing to thrice per day at 12th level and beyond. At 16th level, the barbarian gains improved rage, which confers a +4 bonus to attack and damage die rolls, and to charisma saving throws versus fear and charm. The barbarian still receives 2 bonus hit points per barbarian level. Finally, at level 20, the barbarian gains greater rage and is no longer fatigued following each use of the berserker rage ability.

----------------------------------

PS: Ghul's barbie is pretty freakin' kewl too!

re:

Posted: Tue Apr 03, 2007 4:14 pm
by slimykuotoan
I've been kicking the idea around to use the unearthed arcana (AD&D) version of the barbarian: at character creation gains 2 hp per point of con over 14, 2 to ac bonus per point above 14, etc.

And having the rage/berserker as a seperate entity.

I'm picturing Conan now when I think of barbarian, and he's always strong and fast...and never 'mindless' during any combat.

That said, where did the idea of berserkers originate in fantasy fiction?

I remember them from the old Viking's Handbook, so is it a purely norse idea?

Re: re:

Posted: Tue Apr 03, 2007 4:32 pm
by csperkins1970
slimykuotoan wrote:
I remember them from the old Viking's Handbook, so is it a purely norse idea?

The Celts also had "berserkers" too. C Chulainn, for example, would enter a rstarthae or "warp-spasm" in battle.

------------------------
Cuchulain's battle rage

Before going into battle Cchulain undergoes a transformation known as his rastrad [battle fury, battle frenzy, warp spasm, etc.; gen. rstarthae]. When this overtakes him, he becomes a fearsome figure such as never been seen before. Every part of him quivers like a bulrush in a running stream. His calves, hams and heels shift to the front, and his feet and knees to the back, while the muscles stand out like the head of a baby. One eye is engulfed deep within his head, the other protrudes. His mouth meets his ears, foam pours from his jaws like the fleece of a three-year-old whether. The beats of his heart sound like the roar of a lion as he rushes to his prey. A column of dark blood spurts forth from his scalp and scatters in four directions, forming a mist of gloom. Then a projection emerges from Cchlain's head like a horn but the size of a man's fist; it is the *ln lith/lath [light of the hero(?)], which signals that he ready to fight.

*ln lith (laoich) [Ir. champions light]. Light beam projecting from Cchlain's forehead as he goes into battle.

MacKillop, J., Dictionary of Celtic Mythology, Oxford, 1998, pp. 103, 268.

----------------------------------

I'm sure other cultures, such as Native Americans, have "berserker"-types... I just don't know any details about it.

Re: re:

Posted: Tue Apr 03, 2007 4:38 pm
by Fizz
slimykuotoan wrote:
That said, where did the idea of berserkers originate in fantasy fiction?

I remember them from the old Viking's Handbook, so is it a purely norse idea?

The term `berserker' is definitely Norse in origin. It means `bear skin' or `bear shirt' in reference to the pelts worn in battle. They appear quite regularly in the Norse sagas.

But there were real berserkers at one point too- they were possibly under the influence of some kind of psychotropic.

I prefer the term berserker to barbarian. Barbarian is a relative term, not an occupation, imho.

-Fizz

Posted: Wed Apr 04, 2007 12:41 pm
by Lurker
Quote:
The Celts also had "berserkers" too. C Chulainn, for example, would enter a rstarthae or "warp-spasm" in battle.

I'd remembered reading that some where but couldn't remember the specifics. THanks

I've always keep beserkers & barbarian as difering things plus had "Barbaric" areas. I guess the easiest way to explain it is in historic contex. The cultured city states or kingdoms look on their allies as Barbaric -Celtic viking flavor- even though they are not all barbarian characters. Then there are the wild men -pictish & Germanic flavor- that are C&C Barbarians. Beserkers to me are the odd cut above the rest & should be treated as odd! Do you really want 20 - 30 doods in your army that freak out in combat & KILL everyone. It's bad enough facing down a shield wall but if bubba on your left flank tweaks out..... Just IMHO

Some great variants
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re

Posted: Wed Apr 04, 2007 5:42 pm
by slimykuotoan
I'm still unsure as to what to do with our 'man o' the wilds'...

I'm still leaning towards the old unearthed arcana, or perhaps making something up that would be more castles & crusadey.

Maybe they get both strength and constitution as primes, or perhaps get a bonus not available to other classes for exceptional (mythic) feats of strength. ie. pushing down a tree or something. aka: reduced cl, or increased modifier, or...

Posted: Wed Apr 04, 2007 6:33 pm
by Zudrak
Ghul wrote:
Here's a barbarian some distinguishing minds may well recognize:
BARBARIAN:
Primal Fury: fatigue effects to last for 30 minutes.
Scale ability (dexterity): as per the C&C ranger.
Survival Ability (wisdom): as per the C&C ranger, but terrain type must be of the barbarians native habitat.
Tracking (wisdom): as per the C&C, but terrain type must be of the barbarians native habitat.
Hide in natural surroundings (dexterity): the barbarian can hide in natural surrounding that are familiar to the barbarian (i.e., native) as per the C&C thiefs hide ability.
Leaping and springing (strength): Barbarians are able to leap up to a maximum distance of 10 feet forward, 3 feet backward, or 3 feet upward from a standing start. If the barbarian is able to move freely and get a running start, they can forward leap 15 feet plus and additional 1d6 feet with a successful strength check.
First Aid (wisdom): With a successful wisdom check, this skill allows the barbarian to bind wounds, set sprains or broken bones. The barbarian immediately regains 1 hit point and thereafter regains hit points at twice the normal rate (2 per day). The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such first aid restores 1 hit point immediately, followed by standard recovery rate.
Outdoor craft (wisdom): The barbarian can identify plants and animals of his natural habitat without having to make a check. With a wisdom check, the barbabrian can also determine direction or predict weather.

Finally a barbarian may select 1-3 of the following tertiary skills depending on the locale or culture from which he originates. This effectively replaces any other background skills that other character classes may have. These include:
Animal handling (wisdom): The barbarian can handle domestic and wild animals. Usualy this is restricted to dogs, but could include wolves, large birds, giant lynxes, etc.
Horsemanship (dexterity): The barbarian is skilled in using his horse in combat as per the C&C knight, though not as skilled (melee penalty -1, ranged penalty -2) or necessarily as able to pull the various trick maneuvers.
Long distance signalling (wisdom): The barbarian is capable of using signalling methods of his native land (drums, smoke, mirror flashes, etc.) to communicate over long distances.
Running (constitution): This skill enables the barbarian to move at full speed (twice the normal movement rate) for no less than three days before having to rest by spending a day moving at normal rate. With a successful constitution check, the babrbarian may resume running again after the day of rest.
Small craft, paddled (wisdom): The barbarian is skilled in the building and use of small canoes and hide boats.
Small craft, rowed (wisdom): the barbarian is skilled in the building of wooden boats and the rowing and/or sailing of these boats.
Sound imitation (charisma): The barbarian with this skill can mimic various sounds, including bird or animal calls, either for the purpose of luring those creatures or for signaling.
Snare building (wisdom): This skill allows the barbarian to construct dead-falls, pits, and other traps for large and even very large animals and like creatures.

Within the WORLD of GREYHAWK setting, there are are several areas that can spawn barbarians. The lands of Frost, Ice, and Snow Barbarians, as well as the Hold of Stnoefist, would be the homeland of barbarians of the Scandanavian/Slavic mold. These characters would employ broad swords and short bows. Horsemanship would be nominal at best, but these barbarians would have running abilities and the skill in small craft, rowed.

Barbarians from the Rovers of the Barrens, Tiger, and Wolf Nomads would be excellent horsemen. The Rovers, being the most barbaric of these groups, would have the tertiary abilities of running, animal handling, paddled small craft, sound imitation, and snare building. Their main weapons would be the club, javelin, and lasso or short bow. Other Nomads from this group wouldwould be most efficient at long distance signaling, and skilled in the use of the lance, scimitar, and composite short bow.

Savages of the Amedio Jungle or Hepmonalandwould have the tertiary abilities of long distance signaling, running, sound immitation, snare building, and possibly paddled small craft. In the Amedio Jungle, the preferred weapons would be the club, blowgun or short bow, and dart or javelin. In Hepmonaland, the typical weapons would be atlatl and javelin, club, and short sword.


(Love it!)

Ghul, you saved me a ton of work. I was putting this together over the summer for a player in my GH campaign that wanted to play a barbarian. Nice work!

Your #1 fan,

Zudrak
_________________
AD&D, Amish Dungeons & Dragons.

"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"

"I shun him."

-----

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."

-- E. Gary Gygax

Re: re

Posted: Wed Apr 04, 2007 9:53 pm
by Fizz
slimykuotoan wrote:
I'm still unsure as to what to do with our 'man o' the wilds'...

Why doesn't the ranger work for this?

-Fizz

Posted: Wed Apr 04, 2007 10:04 pm
by serleran
Or a more violent druid, like a pissed Grizzly Adams.